Global 3D Modeling for Games and Animation Supply, Demand and Key Producers, 2024-2030
Page: 93
Published Date: 04 Sep 2024
Category: Service & Software
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- Description
- Table of Contents
- Table of Figures
- Research Methodology
- Companies Mentioned
- Related Reports
- Product Tags
Description
In 3D computer graphics, 3D modelling is the process of mathematically representing any surface of an object in three dimensions by means of special software. The product is called a 3D model. A person using a 3D model may be called a 3D artist. It can be displayed as a two-dimensional image through a process called 3D rendering, or it can be used in computer simulations of physical phenomena.
3D modelling is used in various industries such as film, animation and gaming, interior design and architecture. They are also used in the medical industry to create interactive representations of anatomy. A large amount of 3D software is also used to construct digital representations of mechanical models or parts before they are actually manufactured.3D modelling is also used in industrial design, where products are modelled in 3D before they are presented. In the media and events industry, 3D modelling is used in stage and set design.
In recent years, the gaming and animation industries have gradually opened up forms of expression beyond two dimensions, and 3D (three-dimensional) visual effects have become a popular demand in the entertainment industry due to their excellent realism and immersive experience. At the same time, more and more scenes and characters in the film and television industry can be constructed with 3D modelling; animation can also be relatively more cost-saving through the 3D form of production, so based on the advantages of all aspects, under this demand, 3D modelling software in the game and animation industry is growing rapidly.
The global 3D Modeling for Games and Animation market size is expected to reach $ 1450 million by 2030, rising at a market growth of 9.1% CAGR during the forecast period (2024-2030).
Global key players of 3D modeling for games and animations include DAutodesk, Maxon Computer, Adobe, Foundry, Side Effects Software. The top five players hold a share over 73%. China is the largest market, has a share about 10%. In terms of product type, modeling software is the largest segment, occupied for a share of 81%, and in terms of application, animation has a share about 52 percent.
This report studies the global 3D Modeling for Games and Animation demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for 3D Modeling for Games and Animation, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of 3D Modeling for Games and Animation that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global 3D Modeling for Games and Animation total market, 2019-2030, (USD Million)
Global 3D Modeling for Games and Animation total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: 3D Modeling for Games and Animation total market, key domestic companies, and share, (USD Million)
Global 3D Modeling for Games and Animation revenue by player, revenue and market share 2019-2024, (USD Million)
Global 3D Modeling for Games and Animation total market by Type, CAGR, 2019-2030, (USD Million)
Global 3D Modeling for Games and Animation total market by Application, CAGR, 2019-2030, (USD Million)
This report profiles major players in the global 3D Modeling for Games and Animation market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Autodesk, Maxon Computer, Adobe, Foundry, Side Effects Software, NewTek, Chaos Group, headus, Rizom-Lab, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world 3D Modeling for Games and Animation market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.
Global 3D Modeling for Games and Animation Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global 3D Modeling for Games and Animation Market, Segmentation by Type
Modeling software
UV Tools
Others
Global 3D Modeling for Games and Animation Market, Segmentation by Application:
Animation
Games
Companies Profiled:
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
Rizom-Lab
Key Questions Answered
1. How big is the global 3D Modeling for Games and Animation market?
2. What is the demand of the global 3D Modeling for Games and Animation market?
3. What is the year over year growth of the global 3D Modeling for Games and Animation market?
4. What is the total value of the global 3D Modeling for Games and Animation market?
5. Who are the Major Players in the global 3D Modeling for Games and Animation market?
6. What are the growth factors driving the market demand?
Table of Contents
1 Supply Summary
1.1 3D Modeling for Games and Animation Introduction
1.2 World 3D Modeling for Games and Animation Market Size & Forecast (2019 & 2023 & 2030)
1.3 World 3D Modeling for Games and Animation Total Market by Region (by Headquarter Location)
1.3.1 World 3D Modeling for Games and Animation Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.3.3 China Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.3.4 Europe Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.3.5 Japan Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.3.6 South Korea Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.3.7 ASEAN Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.3.8 India Based Company 3D Modeling for Games and Animation Revenue (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 3D Modeling for Games and Animation Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Major Market Trends
2 Demand Summary
2.1 World 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.2 World 3D Modeling for Games and Animation Consumption Value by Region
2.2.1 World 3D Modeling for Games and Animation Consumption Value by Region (2019-2024)
2.2.2 World 3D Modeling for Games and Animation Consumption Value Forecast by Region (2025-2030)
2.3 United States 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.4 China 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.5 Europe 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.6 Japan 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.7 South Korea 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.8 ASEAN 3D Modeling for Games and Animation Consumption Value (2019-2030)
2.9 India 3D Modeling for Games and Animation Consumption Value (2019-2030)
3 World 3D Modeling for Games and Animation Companies Competitive Analysis
3.1 World 3D Modeling for Games and Animation Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global 3D Modeling for Games and Animation Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for 3D Modeling for Games and Animation in 2023
3.2.3 Global Concentration Ratios (CR8) for 3D Modeling for Games and Animation in 2023
3.3 3D Modeling for Games and Animation Company Evaluation Quadrant
3.4 3D Modeling for Games and Animation Market: Overall Company Footprint Analysis
3.4.1 3D Modeling for Games and Animation Market: Region Footprint
3.4.2 3D Modeling for Games and Animation Market: Company Product Type Footprint
3.4.3 3D Modeling for Games and Animation Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers & Acquisitions Activity
4 United States VS China VS Rest of World (by Headquarter Location)
4.1 United States VS China: 3D Modeling for Games and Animation Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: 3D Modeling for Games and Animation Revenue Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: 3D Modeling for Games and Animation Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: 3D Modeling for Games and Animation Consumption Value Comparison
4.2.1 United States VS China: 3D Modeling for Games and Animation Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: 3D Modeling for Games and Animation Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based 3D Modeling for Games and Animation Companies and Market Share, 2019-2024
4.3.1 United States Based 3D Modeling for Games and Animation Companies, Headquarters (States, Country)
4.3.2 United States Based Companies 3D Modeling for Games and Animation Revenue, (2019-2024)
4.4 China Based Companies 3D Modeling for Games and Animation Revenue and Market Share, 2019-2024
4.4.1 China Based 3D Modeling for Games and Animation Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies 3D Modeling for Games and Animation Revenue, (2019-2024)
4.5 Rest of World Based 3D Modeling for Games and Animation Companies and Market Share, 2019-2024
4.5.1 Rest of World Based 3D Modeling for Games and Animation Companies, Headquarters (Province, Country)
4.5.2 Rest of World Based Companies 3D Modeling for Games and Animation Revenue (2019-2024)
5 Market Analysis by Type
5.1 World 3D Modeling for Games and Animation Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Modeling software
5.2.2 UV Tools
5.2.3 Others
5.3 Market Segment by Type
5.3.1 World 3D Modeling for Games and Animation Market Size by Type (2019-2024)
5.3.2 World 3D Modeling for Games and Animation Market Size by Type (2025-2030)
5.3.3 World 3D Modeling for Games and Animation Market Size Market Share by Type (2025-2030)
6 Market Analysis by Application
6.1 World 3D Modeling for Games and Animation Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Animation
6.2.2 Games
6.3 Market Segment by Application
6.3.1 World 3D Modeling for Games and Animation Market Size by Application (2019-2024)
6.3.2 World 3D Modeling for Games and Animation Market Size by Application (2025-2030)
6.3.3 World 3D Modeling for Games and Animation Market Size Market Share by Application (2019-2030)
7 Company Profiles
7.1 Autodesk
7.1.1 Autodesk Details
7.1.2 Autodesk Major Business
7.1.3 Autodesk 3D Modeling for Games and Animation Product and Services
7.1.4 Autodesk 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 Autodesk Recent Developments/Updates
7.1.6 Autodesk Competitive Strengths & Weaknesses
7.2 Maxon Computer
7.2.1 Maxon Computer Details
7.2.2 Maxon Computer Major Business
7.2.3 Maxon Computer 3D Modeling for Games and Animation Product and Services
7.2.4 Maxon Computer 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Maxon Computer Recent Developments/Updates
7.2.6 Maxon Computer Competitive Strengths & Weaknesses
7.3 Adobe
7.3.1 Adobe Details
7.3.2 Adobe Major Business
7.3.3 Adobe 3D Modeling for Games and Animation Product and Services
7.3.4 Adobe 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 Adobe Recent Developments/Updates
7.3.6 Adobe Competitive Strengths & Weaknesses
7.4 Foundry
7.4.1 Foundry Details
7.4.2 Foundry Major Business
7.4.3 Foundry 3D Modeling for Games and Animation Product and Services
7.4.4 Foundry 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 Foundry Recent Developments/Updates
7.4.6 Foundry Competitive Strengths & Weaknesses
7.5 Side Effects Software
7.5.1 Side Effects Software Details
7.5.2 Side Effects Software Major Business
7.5.3 Side Effects Software 3D Modeling for Games and Animation Product and Services
7.5.4 Side Effects Software 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 Side Effects Software Recent Developments/Updates
7.5.6 Side Effects Software Competitive Strengths & Weaknesses
7.6 NewTek
7.6.1 NewTek Details
7.6.2 NewTek Major Business
7.6.3 NewTek 3D Modeling for Games and Animation Product and Services
7.6.4 NewTek 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 NewTek Recent Developments/Updates
7.6.6 NewTek Competitive Strengths & Weaknesses
7.7 Chaos Group
7.7.1 Chaos Group Details
7.7.2 Chaos Group Major Business
7.7.3 Chaos Group 3D Modeling for Games and Animation Product and Services
7.7.4 Chaos Group 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 Chaos Group Recent Developments/Updates
7.7.6 Chaos Group Competitive Strengths & Weaknesses
7.8 headus
7.8.1 headus Details
7.8.2 headus Major Business
7.8.3 headus 3D Modeling for Games and Animation Product and Services
7.8.4 headus 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 headus Recent Developments/Updates
7.8.6 headus Competitive Strengths & Weaknesses
7.9 Rizom-Lab
7.9.1 Rizom-Lab Details
7.9.2 Rizom-Lab Major Business
7.9.3 Rizom-Lab 3D Modeling for Games and Animation Product and Services
7.9.4 Rizom-Lab 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024)
7.9.5 Rizom-Lab Recent Developments/Updates
7.9.6 Rizom-Lab Competitive Strengths & Weaknesses
8 Industry Chain Analysis
8.1 3D Modeling for Games and Animation Industry Chain
8.2 3D Modeling for Games and Animation Upstream Analysis
8.3 3D Modeling for Games and Animation Midstream Analysis
8.4 3D Modeling for Games and Animation Downstream Analysis
9 Research Findings and Conclusion
10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
Table of Figures
List of Tables
Table 1. World 3D Modeling for Games and Animation Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World 3D Modeling for Games and Animation Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World 3D Modeling for Games and Animation Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World 3D Modeling for Games and Animation Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World 3D Modeling for Games and Animation Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World 3D Modeling for Games and Animation Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World 3D Modeling for Games and Animation Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World 3D Modeling for Games and Animation Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World 3D Modeling for Games and Animation Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key 3D Modeling for Games and Animation Players in 2023
Table 12. World 3D Modeling for Games and Animation Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global 3D Modeling for Games and Animation Company Evaluation Quadrant
Table 14. Head Office of Key 3D Modeling for Games and Animation Players
Table 15. 3D Modeling for Games and Animation Market: Company Product Type Footprint
Table 16. 3D Modeling for Games and Animation Market: Company Product Application Footprint
Table 17. 3D Modeling for Games and Animation Mergers & Acquisitions Activity
Table 18. United States VS China 3D Modeling for Games and Animation Revenue Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China 3D Modeling for Games and Animation Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based 3D Modeling for Games and Animation Companies, Headquarters (States, Country)
Table 21. United States Based Companies 3D Modeling for Games and Animation Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies 3D Modeling for Games and Animation Revenue Market Share (2019-2024)
Table 23. China Based 3D Modeling for Games and Animation Companies, Headquarters (Province, Country)
Table 24. China Based Companies 3D Modeling for Games and Animation Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies 3D Modeling for Games and Animation Revenue Market Share (2019-2024)
Table 26. Rest of World Based 3D Modeling for Games and Animation Companies, Headquarters (Province, Country)
Table 27. Rest of World Based Companies 3D Modeling for Games and Animation Revenue (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies 3D Modeling for Games and Animation Revenue Market Share (2019-2024)
Table 29. World 3D Modeling for Games and Animation Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World 3D Modeling for Games and Animation Market Size Value by Type (2019-2024) & (USD Million)
Table 31. World 3D Modeling for Games and Animation Market Size by Type (2025-2030) & (USD Million)
Table 32. World 3D Modeling for Games and Animation Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World 3D Modeling for Games and Animation Market Size by Application (2019-2024) & (USD Million)
Table 34. World 3D Modeling for Games and Animation Market Size by Application (2025-2030) & (USD Million)
Table 35. Autodesk Basic Information, Manufacturing Base and Competitors
Table 36. Autodesk Major Business
Table 37. Autodesk 3D Modeling for Games and Animation Product and Services
Table 38. Autodesk 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. Autodesk Recent Developments/Updates
Table 40. Autodesk Competitive Strengths & Weaknesses
Table 41. Maxon Computer Basic Information, Manufacturing Base and Competitors
Table 42. Maxon Computer Major Business
Table 43. Maxon Computer 3D Modeling for Games and Animation Product and Services
Table 44. Maxon Computer 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Maxon Computer Recent Developments/Updates
Table 46. Maxon Computer Competitive Strengths & Weaknesses
Table 47. Adobe Basic Information, Manufacturing Base and Competitors
Table 48. Adobe Major Business
Table 49. Adobe 3D Modeling for Games and Animation Product and Services
Table 50. Adobe 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. Adobe Recent Developments/Updates
Table 52. Adobe Competitive Strengths & Weaknesses
Table 53. Foundry Basic Information, Manufacturing Base and Competitors
Table 54. Foundry Major Business
Table 55. Foundry 3D Modeling for Games and Animation Product and Services
Table 56. Foundry 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. Foundry Recent Developments/Updates
Table 58. Foundry Competitive Strengths & Weaknesses
Table 59. Side Effects Software Basic Information, Manufacturing Base and Competitors
Table 60. Side Effects Software Major Business
Table 61. Side Effects Software 3D Modeling for Games and Animation Product and Services
Table 62. Side Effects Software 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. Side Effects Software Recent Developments/Updates
Table 64. Side Effects Software Competitive Strengths & Weaknesses
Table 65. NewTek Basic Information, Manufacturing Base and Competitors
Table 66. NewTek Major Business
Table 67. NewTek 3D Modeling for Games and Animation Product and Services
Table 68. NewTek 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. NewTek Recent Developments/Updates
Table 70. NewTek Competitive Strengths & Weaknesses
Table 71. Chaos Group Basic Information, Manufacturing Base and Competitors
Table 72. Chaos Group Major Business
Table 73. Chaos Group 3D Modeling for Games and Animation Product and Services
Table 74. Chaos Group 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. Chaos Group Recent Developments/Updates
Table 76. Chaos Group Competitive Strengths & Weaknesses
Table 77. headus Basic Information, Manufacturing Base and Competitors
Table 78. headus Major Business
Table 79. headus 3D Modeling for Games and Animation Product and Services
Table 80. headus 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 81. headus Recent Developments/Updates
Table 82. headus Competitive Strengths & Weaknesses
Table 83. Rizom-Lab Basic Information, Manufacturing Base and Competitors
Table 84. Rizom-Lab Major Business
Table 85. Rizom-Lab 3D Modeling for Games and Animation Product and Services
Table 86. Rizom-Lab 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 87. Rizom-Lab Recent Developments/Updates
Table 88. Rizom-Lab Competitive Strengths & Weaknesses
Table 89. Global Key Players of 3D Modeling for Games and Animation Upstream (Raw Materials)
Table 90. Global 3D Modeling for Games and Animation Typical Customers
List of Figures
Figure 1. 3D Modeling for Games and Animation Picture
Figure 2. World 3D Modeling for Games and Animation Total Revenue: 2019 & 2023 & 2030, (USD Million)
Figure 3. World 3D Modeling for Games and Animation Total Revenue (2019-2030) & (USD Million)
Figure 4. World 3D Modeling for Games and Animation Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Figure 5. World 3D Modeling for Games and Animation Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company 3D Modeling for Games and Animation Revenue (2019-2030) & (USD Million)
Figure 13. 3D Modeling for Games and Animation Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 16. World 3D Modeling for Games and Animation Consumption Value Market Share by Region (2019-2030)
Figure 17. United States 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 18. China 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 23. India 3D Modeling for Games and Animation Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of 3D Modeling for Games and Animation by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for 3D Modeling for Games and Animation Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for 3D Modeling for Games and Animation Markets in 2023
Figure 27. United States VS China: 3D Modeling for Games and Animation Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: 3D Modeling for Games and Animation Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World 3D Modeling for Games and Animation Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World 3D Modeling for Games and Animation Market Size Market Share by Type in 2023
Figure 31. Modeling software
Figure 32. UV Tools
Figure 33. Others
Figure 34. World 3D Modeling for Games and Animation Market Size Market Share by Type (2019-2030)
Figure 35. World 3D Modeling for Games and Animation Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 36. World 3D Modeling for Games and Animation Market Size Market Share by Application in 2023
Figure 37. Animation
Figure 38. Games
Figure 39. World 3D Modeling for Games and Animation Market Size Market Share by Application (2019-2030)
Figure 40. 3D Modeling for Games and Animation Industrial Chain
Figure 41. Methodology
Figure 42. Research Process and Data Source
Research Methodology
Client Requirements
Review and analyze client requirements
Discussion of all the project requirements and queries
Flexibility Check
Project Feasibility Analysis
Finalizing tentative research programme
Structuring project proposal with scope, timeline, and costs
Analyzing Market Dynamics
Determination of key drivers, restraints, challenge, and opportunity
Identifies market needs and trends
Market Size Estimation & Forecast
Estimation of historical data based on secondary and primary data
Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)
Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies
Consideration of geography, region-specific product/service demand for region segments
Consideration of product utilization rates, product demand outlook for segments by application or end-user.
Data Source
Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports,
paid database, press releases, blogs, newsletters,and GIR repositories.
Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts
to verify insights.
Validation
and
triangulation of
secondary and primary source.
Collection of data
Cumulating and collating the essential qualitative and quantitative data
Generation of report in client requested format by research analysts
Reviews by expert analysts
Final quality check
Clarifying queries
Receiving feedback
Ensuring satisfaction
01 Identification of data
This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.
02 Evaluation of Market Dynamic
This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.
03 Collection of Data
This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.
04 Collaboration of Data
This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.
05 Verification and Analysis
This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.
Companies Mentioned
Autodesk Maxon Computer Adobe Foundry Side Effects Software NewTek Chaos Group headus Rizom-Lab
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